SOLSTICE

 

OVERVIEW

A turn-based card game where you vie for control of a Solarpunk-inspired City. Each player campaigns as a Faction Leader and tries to get the favor of the City’s Districts. Gather resources, use your leverage and sway Districts in an attempt to become the most influential candidate.

TYPE: Strategy card game

TIME: 45+ minutes

PLAYERS: 4-6

ROLE: Producer, Game Designer, Writer, Visual Designer

DURATION: 4 months | March 2018 - current

ADVISOR: Jesse Schell

TEAM: Andrew Chang, Adela Kapuścińska

This is an ongoing prototype. Check below for full Credits for Iteration 1.5.

 
 

EXHIBITIONS / AWARDS

PREMIERE: May 3rd, 6-8PM at the Miller Institute for Contemporary Art, Pittsburgh.

BOARD GAME DESIGN CHALLENGE: 2019 Finalist.

Script/ Video Editing: Adela Kapuścińska

 

00 CONTRIBUTIONS

 

As Producer, I’m keeping the project on track, while we work remotely. I’m supporting our team in realizing our vision, communicating with experts and playtesters, and keeping our scope.

As Game Designer, I’m devising the narrative design and gameplay mechanics for our game.

As Visual Designer, I’m deciding on the art direction for the project. Specifically, I’m working on branding, card and board design and promotional materials. Additionally, I’m in charge of producing physical elements.

 

01 THE CHALLENGE

 

Solarpunk is a reactionary movement in speculative fiction, art, fashion and activism against Cyberpunk and other dystopic derivatives. Its narratives have a distinct Utopian feel; they assume collaborative societal effort, progressiveness, and a desire to design a sustainable future. It is a genre that is largely unexplored in interactive media, which is why we were interested in designing in this space.

 

02 RESEARCH

 

Solarpunk is a “reaction against [against dystopian science fiction]; it is a desire to see a future I want to live in and that I want to be a part of making.” (Sarena Ulibarri). It is the question “what kind of world will emerge when we finally transition to renewables?” (Jennifer Hamilton). The genre’s proponents argue that the problem with imagining such a dark future (or no future, for that matter) is that, while failure may be cathartic it thwarts the possibility of thinking about alternatives. They also don’t want to “[box] the genre in binaries of utopian or dystopian” (Tom Cassauwers), despite the “wonderful social shifts, moral growth and technological empowerment” (Odin Halvorson) that it proposes.

My interest is in finding the punk.

 

03 DESIGN GOALS

 
  1. To create an asymmetric game with different player identities, philosophies and goals. We wanted players to be able to project onto the game as much as possible so we tried to think of ways to increase player immersion.

  2. To create an elegant game. Not too complex but not too simple either. We regularly examined game mechanics to see what we can cut and how we can make everything smoother and more interconnected.

  3. To explore the Solarpunk setting, aesthetic and concerns. We made a non-violent political game. Within the premise of Solarpunk, society always finds a way to advance forward. As a player, you can take the helm of steering that change and leading it towards your desired future: the winning player dictates the future of Solarpunk.

 

04 VISUAL DESIGN

 

In the visual design, I followed the notion proposed by Adam Flynn in Solarpunk: Notes toward a manifesto:

Solarpunk is a future with a human face and dirt behind its ears.

Solstice_StyleGuide.png
 
 

05 GALLERY

 

PREMIERE @ Miller ICU

Poster 1 by Andrew Chang.

Poster 2 by Andrew Chang.

 

00 CREDITS

 

Production: Adela Kapuścińska

Game/Story Design: Andrew Chang, Adela Kapuścińska

Balancing Lead: Andrew Chang

Poster/Marketing Sheet Design: Andrew Chang

Card/Board Design: Adela Kapuścińska

Video Editing: Adela Kapuścińska

Solstice: Iteration 1.5

Manufacturing (Tokens): Sydney Ayers

Concept Art: For a full list of credits, check here.

Thank you to all playtesters and supporters!